Sunday, April 28, 2019

Control test 2

Second control test testing double swing.
Test 2

In general, if something looks wonky, you can assume it wont be that way in the actual game.

Speed would change based on the weapon, but there would also be ways of speeding up attacks with abilities or items since it's done in code.

Still not sure which I'll go with between this and the single swing. Haven't animated jumping variation yet. Also made it so blocking is faster when done during an attack so that parrying and the like will be possible.


Anyhow, will be moving in a day or two now. Will be glad to have the whole thing over with.

21 comments:

  1. I think the fast and slow are mixed up? The controls feel pretty solid but adding some basic level geometry would go a long ways in getting a better feel for it. I love how the animation plays if you dash and jump at the same time, it's very organic. trying to move forward or backstep while attacking doesn't look too fluid, being that the basic attack animation just hops around. Are you planning on adding different aerial attacks?

    ReplyDelete
    Replies
    1. They're reversed cause I mixed em up and was too lazy to fix it...

      Back step will be smoother if it ends up being used. Same way I use attack and idle frames to smooth turning while attacking, I will smooth the transition to the backstep. Not much I can do to smooth dashing with existing frames though outside of adding another frame to the dash itself, which I may have to.

      Air attack would be identical to the ground attack abeit with the legs changed, same as the previous test.

      Delete
    2. Unless you mean forward dashing backwards from attack, which I will be able to add a turn to as well.

      Delete
  2. I gave it a shot. With practice and timing, you can attack at about double the normal speed by quickly alternating between blocking and attacking. On the one hand, this seems a bit broken and could run counter to your original intentions. On the other hand, the timing required to do it is really precise, making it something of a player skill. Further, the concentration required to do it reliably would make it hard to cancel out of the technique if the enemy does something that you wouldn't want to block or get hit by.

    I would consider leaving the exploit in if you decided to go with this attack format, simply by virtue of how situational its use is, and because it does require actual skill to pull off.

    ReplyDelete
    Replies
    1. If you mean in control test 2, pretty sure it's not much faster. About 4 frames.

      Delete
    2. I was actually talking about a particular technique you can use where you do a series of guards and attacks wherein you guard for a single frame, then press the attack key the very frame the guard animation ceases.

      However, on analysis, it turns out that this is actually no faster than just pressing the attack button repeatedly. It only appeared to be faster because the swing animation itself is severely curtailed. That was my mistake!

      Delete
  3. The multi hit combo definitely feels better than the single hit attack.

    One thing that is really missing here is either a downwards attack or a way to get to the ground quickly. Like in Castlevania where you can do a downwards kick out of a double jump.

    Would it be feasible to have the single/multi hit based on weapon type? Like short swords and daggers having the fast multi hit attack and axes and hammers having the slow overhead one?
    To me it seems like this would basically double the necessary spritework for attack animations but maybe there is a way around that?

    ReplyDelete
    Replies
    1. Dont want to have too many attacks that have a lot of frames. Downside is once an animation is smooth, they all have to be fairly smooth, and animating a lot of sprites for sets of cloths becomes time consuming.

      I may find ways around that, however they wont be attacks every weapon has.

      Delete
  4. How about checking out the game "Dress-up Traveler"?
    While it isn't that great, it plays a lot like how you described you want the continuous game to be.

    ReplyDelete
  5. Great mechanics so far.
    Dash-jump is awesome.
    Back-dash into wall looks weird.
    It's weird for block and attack to be able to cancel each other like this. It might be better to make it work only from 3rd frame or so.
    Forward/down+attack action is great (allowing to move a bit while attacking). gives a unique fencing feeling, but lacks appropriate animations. Maybe character should be split at the belt level so body and legs would be independent?
    Wanna add dash-attacks for each weapon? Maybe chargeable?
    Just imagine a combo like this: forward-attack, attack, back-attack, back, charge, dash-attack.

    ReplyDelete
    Replies
    1. Block needs to come out fast so that there can be timed blocking.

      Because of the nature of the game (constantly adding clothing, weapons), there wont be a lot of attacks. Animating them all would take too much time.

      Delete
  6. I think you should allow the backdash to have it's animation canceled easier and cancel the momentum on it as well. One thing I liked about Kurovadis was how easily you could mass-cancel animations and maintain a high amount of movement while firing at the same time.

    ReplyDelete
    Replies
    1. Well, the advantage of backdash attacking maintaining speed is that by the time you stop, the wind up is over. For enemies that lunge, stopping may result in you getting hit if you try to stop just out of their range, whereas sliding out of range with a slow weapon would allow you to attack in full.

      Delete
  7. https://imgur.com/a/OhWT0EB
    Blocking roots you in place
    Attacks can be cancelled into blocks
    Attacks can be done in the air
    Dashing on the ground is slow
    Dashing in the air is fast

    Thus: Dash-Cancelling a jump into a block-cancelled attack results in fast movement while blocking

    This interaction intentional?

    ReplyDelete
    Replies
    1. Nah, but stuff like that generally gets rooted out after I decide on a moveset. Anything that breaks balance too much or looks weird, you can generally assume will be gone.

      Delete
  8. Nothing to kill yet. But this looks good enough if you ask me.

    ReplyDelete
  9. Having been playing a lot of smash ultimate recently, would you consider adding a counter mechanic similar to that of smash bros?

    ReplyDelete
  10. 2 hit combo definitely feels nicer but personally it feels odd that pressing down back-steps instead of crouching. I suppose that all depends on whether you plan on adding a crouch at all considering that's another animation to add a bunch of clothes to.
    I do also like that you can dash by pressing down while running. Feels better than double tapping I think.
    One other thing is more of a request I guess but would you consider making one handed controls? The reason's pretty obvious but I feel like not many H game devs try to make a game that let you use just your opposite hand. It's not mandatory but it'd be a neat bonus if it was possible with the current or planned move-set.

    ReplyDelete
    Replies
    1. I'm with you on the back-steps. It feels wierd somehow. It'd be nice to have that on buttons. Like the sholder buttons. Dash always was a thing for a button as well. Preferably one that's right next to the jump button.

      Delete
  11. Maybe a specific outfit could add something like a crouch or morphball for some in world puzzle solving

    ReplyDelete
  12. It's a small note but I really like the animation transition between guarding and attacking, it's really fluid.

    ReplyDelete